I wanted to address common concerns with a quick update but evidently I'm not finding the time to do so. So let's talk about the biggest of the bunch for now.
Second to Genre Points, the most precious resource in the game is Energy. A lot of the game's inherent tension in managing your Genre Points went over to managing your Energy, this was by design since you can do a lot with each point. If you dedicate your 5-8 points to one ability, it'll do its job and then some.
Beam Weapons are absurdly powerful. While the other types an Advantage in specific circumstances (which is about a +3 to Accuracy) the full-rollover benefit of Beams grows in power in a linear fashion through the course of the game through both Tension and your own Accuracy enhancements, while every other kind of weapon is very good at hitting things but not that great at piercing through. This is, incidentally, why they have the most expensive Reliable modifier - because it is better than the one the others get.
Active Defenses (by which I mean stuff you spend energy to increase Evasion or Armor) likely nullify an instance of damage entirely barring crazy powerful finishers, which just suffer a very large reduction. Other Upgrades offer different tactical advantages, some are raw temporary boosts(Three Times Faster) while others offer a variety of bonuses and are meant to be used sparingly (Anti-Gravity) but the key point is that you can't go around using multiples of these without a failsafe or two.
So let's back off for a second here. What exactly would be wrong with giving everyone a permanent solution in the form of regeneration, instead of purchasable failsafes? Mostly that it is really, really boring. A game where you can always do everything that you want is not a tactically interesting one, and by being a limited resource you need to actually make choices regarding how to use it. I'll be frank in that early on I was considering giving everyone a static regeneration of 1 Energy per Round. The result of giving everyone regeneration while keeping things sane was nerfing the hell out of everything that needed fuel to use, and that just wouldn't do. It devalued the resource instead of making it more important, was rather fiddly to play with, and went against the goal of keeping things dynamic by encouraging battles of attrition.
Fortunately the available failsafes are excellent. Really? Well yes, the issue with Energy being so cost-efficient is that it always is more powerful than it looks at first glance, so when you get a handful of points back it seems disappointing that you're only only going to get a couple more uses of your stuff. When, you know, just getting the chance to shoot three more beams is easily all you would ever need. Ready for Another Go gives you an average of 3 for 1 Genre Point as many times as you need it and at reaction speed, Resupply will give you even more and can combo with Regenerative to give you up to 15 of it at no Action cost, and Micromanage can be used with a mix and match of Cooperate, Tactical UI, and Assistant to keep yourself or others in top condition. Even with the best method to regenerate energy gone (RIP old Limiter Release, which I affectionatelly dubbed Necropotence) any one of these is efficient enough to make sure you finish off the enemy before you run out of juice.
But still, while six or so uses of an active defense are more than enough to outtank an opponent, and three or four turns of 3x Faster are most certainly decisive, Beams and Anti-Gravity require a bit more finesse. If you fire beams or fly around all day long from turn 1 onwards, chances are you'll be wasting that Energy and will have to fight uphill afterwards. It was not an intentional design trap (Rest easy knowing that you will not find an equivalent to the Toughness Feat in the game anytime soon) but it is still there, and my job is to make sure that there's nothing you can casually walk into and be killed by without being clearly aware that something has to be wrong first.
So what is to be done about this? Well, for one I think we can make the basic Beam type cost 0 Energy. That would come with a change to the selection of modifiers that can be attached to the custom weapons. We can also make using Anti-Gravity free of charge Energy-wise, its effects being up in the air (so to speak) and other modifications being possible for use in other terrains.
There's a couple other things too, but that's as far as Energy is concerned. By ensuring that every point spent is meaningful, there is no need to make busywork with regeneration shenanigans since everyone is already on equal footing. So! On to the temporary fixes:
Custom Beam Weapon
Effect: You ignore the effects of Terrain and can shoot through a Zone occupied by an Enemy as if they weren’t there to reach another behind it, but may also be attacked by anyone within range in the same way. This Upgrade has no effect underwater or in space.
Proper new modifiers and custom AG, along with other small changes to things like areas and transform, will come soon enough, until then this should do.